/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_ApplyRootMotionMoveToActorForce.h
Apply force to character's movement using an index into targetData instead of using an actor directly.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks", Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE")) static [UAbilityTask_ApplyRootMotionMoveToActorForce](API\Plugins\GameplayAbilities\Abilities\Tasks\UAbilityTask_App-_2) * ApplyRootMotionMoveToTargetDataActorForce ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * OwningAbility, [FName](API\Runtime\Core\UObject\FName) TaskInstanceName, [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) TargetDataHandle, int32 TargetDataIndex, int32 TargetActorIndex, FVector TargetLocationOffset, [ERootMotionMoveToActorTargetOffsetType](API\Plugins\GameplayAbilities\Abilities\Tasks\ERootMotionMoveT-) OffsetAlignment, float Duration, [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * TargetLerpSpeedHorizontal, [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * TargetLerpSpeedVertical, bool bSetNewMovementMode, EMovementMode MovementMode, bool bRestrictSpeedToExpected, [UCurveVector](API\Runtime\Engine\Curves\UCurveVector) * PathOffsetCurve, [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * TimeMappingCurve, ERootMotionFinishVelocityMode VelocityOnFinishMode, FVector SetVelocityOnFinish, float ClampVelocityOnFinish, bool bDisableDestinationReachedInterrupt )